[Mod] Underworld mapgen and portals [uw]

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orwell
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[Mod] Underworld mapgen and portals [uw]

by orwell » Tue Jan 12, 2016 13:18

This is the combination of PilzAdam's nether mod, paramat's subterrain cavegen and a rewrite of Joz's railcorridors. Together they form an Underworld starting from -5000 on.
The portal construction works like in PilzAdam's mod (https://forum.minetest.net/viewtopic.php?id=5790).
You can use any world that has not been explored below -5000, and that is using one of the builtin map generators.

See the screenshots in the next post.

Depends on:
default

Optional dependencies:
moreblocks (to add stairs and slabs of underworld materials)

For code licenses and further details see the various readme files in the mod directory. My changes are WTFPL.
All media licensed under CC BY-SA 3.0

This mod was initially released as underworld_mp. Please delete the whole modpack when installing this mod.

Now on github: https://github.com/orwell96/uw

Download:
uw_2_2.zip
v. 2.2
(19.16 KiB) Downloaded 235 times

Changelog:
- Added support for moreblocks, will register stairs a.s.o. for rack, bricks and obsidian(can be turned off, see init.lua)

Older versions:
uw_2_1.zip
v. 2.1
(25.04 KiB) Downloaded 100 times

-added underworld bottom at y = - 8000 (a huge lava lake with some pathways and pillars and a layer of turtlerock(thx for the idea, Digit) at the absolute bottom)


uw_2_0.zip
v. 2.0
(16.63 KiB) Downloaded 82 times

- Portal logic rewritten almost completely
-> portals now always spawn in caves and are less buggy
- tweaked mapgen params
Last edited by orwell on Sat May 28, 2016 21:28, edited 6 times in total.
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Re: [Modpack] Underworld mapgen and portals [underworld_mp]

by orwell » Tue Jan 12, 2016 13:44

Screenshots!

Image
Image
Image
Attachments
screenshot_20160112_140409.png
screenshot_20160112_140409.png (315.53 KiB) Viewed 1770 times
screenshot_20160112_140238.png
screenshot_20160112_140238.png (389.34 KiB) Viewed 1770 times
screenshot_20160112_140115.png
screenshot_20160112_140115.png (359.21 KiB) Viewed 1770 times
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Re: [Modpack] Underworld mapgen and portals [underworld_mp]

by amadin » Tue Jan 12, 2016 16:56

PilzAdam's portal can destroy buildings.
 

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Re: [Modpack] Underworld mapgen and portals [underworld_mp]

by orwell » Tue Jan 12, 2016 21:33

Let's say they could under certain circumstances. (there is a building at the place the portal is generated.)
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Re: [Modpack] Underworld mapgen and portals [underworld_mp]

by blert2112 » Sat Jan 16, 2016 07:07

Had the same idea a few weeks backs and came up with the following...
https://github.com/blert2112/uw/archive/master.zip

It doesn't have the Corridors mod merged in and that is, by far, the biggest part of your speed problem. When I tried your modpack it would very often freeze while waiting for the Corridors mod to do something. Another part of the speed problem is using three LVMs when you could be using just one.
My mod does the following using only the one LVM...
- Place impenetrable bedrock layers at the minimum and maximum depths. You cannot dig or blast your way into the Underworld, you must use a portal.
- Convert all nodes within minimum and maximum depth into Underworld nodes, including dungeons.
- Generate big caves only between minimum and maximum depths.
- Has option to mitigate lava if you choose to do so.

Quick and dirty speed testing on my system came up with...
Subterrain mod (ms per chunk):
100's to 120's,
occasional dips into the 90's and jumps into the 150's,
rare jumps above 160

my mod (ms per chunk):
120's to 130's,
occasional dips into the 100's and jumps into the 160's
rare jumps above 180

Of course, it's all subjective numbers. As I said, t'was just a quick and dirty test session.

Plans for the future:
Add something like the Corridors mod, but a much better way to do it is needed IMO.
Figure out how to quickly place a portal into a dungeon or cave upon activation of a new portal, I hate portaling in to a 4x4 square.
Adjust node colors, they just don't seem quite right yet.

If you find you would like to work with this mod then please give credit to the original mod creators... See licenses.txt for that info.
 

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Re: [Modpack] Underworld mapgen and portals [underworld_mp]

by orwell » Sat Jan 16, 2016 15:50

blert2112 wrote:Another part of the speed problem is using three LVMs when you could be using just one.

You're right, that would be more useful. Thanks, I will do that.
I know the Corridors mod is time-intensive, but the original "railcorridors" mod by Joz took up to 10 seconds for generating a mine because it didn't use LVM. But it does not always generate shafts, only sometimes, and that is OK.
But I think the biggest problem with it is the time the server is busy calculating the lava flows after the area has been generated.
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Re: [Modpack] Underworld mapgen and portals [underworld_mp]

by blert2112 » Sat Jan 16, 2016 16:18

I just pushed an update because the bedrock and deepstone textures were borked, fixed now.

As for the lava... See the 'uw_mitigate_lava' parameter. You can have the mod remove a percentage of the lava from the area.
 

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Re: [Modpack] Underworld mapgen and portals [underworld_mp]

by orwell » Sat Jan 16, 2016 16:50

I add lava in my mod instead of removing it...
EDIT: outdated, it removes all lava now and then populates the ground with lava itself.
Last edited by orwell on Thu Mar 17, 2016 21:31, edited 1 time in total.
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Re: [Modpack] Underworld mapgen and portals [underworld_mp]

by emperor_genshin » Mon Jan 18, 2016 03:58

Does this mapgen generate bricked blocks aswell?
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Re: [Modpack] Underworld mapgen and portals [underworld_mp]

by orwell » Mon Jan 18, 2016 20:48

Yes, it does. the bridge constructions consist of bricks and underworld fences.
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Re: [Modpack] Underworld mapgen and portals [underworld_mp]

by emperor_genshin » Fri Jan 22, 2016 04:37

Nice work then, will test this out soon :)

orwell wrote:Yes, it does. the bridge constructions consist of bricks and underworld fences.
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Re: [Mod]Underworld mapgen and portals[uw](former underworld

by orwell » Sat Mar 05, 2016 13:50

Update!
Mapgen could look weird when using a world that used underworld_mp.
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Re: [Mod]Underworld mapgen and portals[uw](former underworld

by orwell » Sun Mar 13, 2016 12:25

2.1 out!
Adds underworld bottom at -8000
Has anyone an idea what funny things could be put below the world bottom? (maybe a huge turtle-shaped boss???)
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Re: [Mod] Underworld mapgen and portals [uw]

by orwell » Thu Mar 17, 2016 21:29

2.2 out!
Just a small change: added support for moreblocks stair registration, now includes stairs/slabs for rack, bricks and obsidian.
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Re: [Mod] Underworld mapgen and portals [uw]

by Martno » Wed Mar 23, 2016 16:01

Looks great!
 

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Re: [Mod] Underworld mapgen and portals [uw]

by azekill_DIABLO » Tue Mar 29, 2016 15:56

lag to death

but +1
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